Gears was always in the need of some fair adjustments; alternate vs default control scheme, just naming one. But this very one Thing is Key to not only balancing out the game more; by being more skilled based, with less of a technical aspect of understanding, but also bring more vets and new coming players alike.
lets us make the roll mapped to it’s very own 2 or more button algorithm:
- left thumb stick clicked while moved into a direction not at resting position. (this means spotting enemies requires a stop 1st or done differently… maybe same controls but needs an scan hold on left bumper to initiate?)
- left thumb stick clicked while moved into a direction other than resting position plus A button.
- left thumb stick clicked plus or with a quick pressed direction on D-pad.
- Both in consideration with different ways for different control scheme.
now time to addressed the biggest change, which is: you only roll w/this button, not if people are in your way in a wall-bounce sequence or when you mess with your timing in wall-bounce sequences… instead now you wall-bounce reached speed just gets interrupted and/or a different animation but always with no interrupted ability to shoot.
Why? because nerfing your ability is not ‘key’… but to help aid you is.
And Lastly, eliminations should mean downs and kills only, and XP could be more or less for which one if please.
PS: do we really need the wall-bounce to have your health not regenerate? if this is implemented?